View Full Version : New animations
11-05-2007, 09:01 AM
Well after finishing my demo reel and bcit I still manage to have some free time (aside from work and spending time with my fiance). I am now gonna try to create some new animations within about a week's timeframe for each. Personally I'm not sure how well this'll go over, but I wanna be able to make good quality work within a short timeframe.
So without further ado, here is day one of my first animation on the list:
Hammer Strike Day 1 (http://reecekelly.wordpress.com/files/2007/11/hammer_day_1.avi)
As always, critiques and comments are always welcome. Thanks alot.
11-06-2007, 03:29 PM
I like when he pauses in the air and imagine you have some looney tunes influence going on with this one. I think if you seed up when he comes down with the hammer it will not only look more realistic but contrast more and give the piece more texture. HTH.
11-06-2007, 09:04 PM
The two steps at the beginning are a little off balance, his feet are moving but his root is really only moving back in space, make it shift from side to side with each step
11-07-2007, 04:01 AM
To me hammer lookin weight less ....esp when we see the impact of the hit on box.
11-07-2007, 06:17 AM
Alrighty, got a small update on that animation. Thanks for your guys' advice.
So basically I smoothed out the animation some more, fixed some poses, and now I'm at somewhat of a stump. I want your guys' opinions on the landing of these two. Thanks again.
Hammer Day #3 Take 1 (http://reecekelly.wordpress.com/files/2007/11/hammer_v03.avi)
Hammer Day #3 Take 2 (http://reecekelly.wordpress.com/files/2007/11/hammer_v04.avi)
11-07-2007, 01:52 PM
the landing feels a little slow, I'd try speeding it up 10-15% also there's not enough overlapping action and settle in the land, he's a pretty big guy and made of metal, you really want to emphasize his weight in this land
11-08-2007, 09:05 AM
Ok update time! I sped up the landing a little as KyleG suggested (thanks by the way). Also did some more minor tweaks and gave a quick render with motion blur.
As always, open to critiques.
Hammer Day 4 (http://reecekelly.wordpress.com/files/2007/11/hammer-day.mov)
11-18-2007, 09:20 PM
Ok so an update on what I'm currently working on. Not much to say really, other than that I'm liking these new animations alot more than my entire demo reel. Heh, I guess thats how it goes eh?
Anyways here's the new lip sync:
Lip Sync Day 2 (http://reecekelly.wordpress.com/files/2007/11/playblast_v02.avi)
And here's what I'm at for my hammer animation:
Hammer Strike (http://reecekelly.wordpress.com/files/2007/11/brawnx-hammer-strike.mov)
I almost wanna return to my old sonic rig and use him for an animation...
11-18-2007, 09:45 PM
Nice job on the mid air pause. Very dynamic and strong pose.
The beginning and end are confusing. It's not clear what's going on. It looks like he's distracted by something.
The major thing you got to work on is weight. I know there's some shift in his cog, but I'd like to see more. He's supposed to be a massive robot. And, keep in mind that if he has a big hammer, that hammer will have a lot of effect on how he moves. You're moving his cog more like he's got nothing in his hands.
Film yourself or a friend moving with a sledge hammer, you'll see a change in how you move your weight.
Keep it up, you're improving.
p.s. I can't see your other video.
11-19-2007, 09:20 AM
Ok some more updates (and a hopeful fix to the video).
Hammer Strike (http://reecekelly.wordpress.com/files/2007/11/hammer-strike.mov)
Lip Sync (http://reecekelly.wordpress.com/files/2007/11/i-know-my-name_v01.mov)
Plus, is there anyway to get maya to use .mov's for its playblasts? Thanks for any help and thanks alot for the crits and comments.
11-19-2007, 01:38 PM
playblast opening with mov - right click any movie file you have saved and go to "open with" - "choose program..." select quicktime player and check the box "always use this program when opening this type of file" when you playblast it should now open quicktime player
11-20-2007, 01:26 AM
Okay did some more minor adjustments to the lip sync and gave it a quick render with motion blur. Still unsure about a few things, so I would love some comments and crits to make this better. Thanks alot.
Lip Sync (http://reecekelly.wordpress.com/files/2007/11/i-know-my-name_v02.mov)
11-20-2007, 01:42 PM
The main move in the lip sync feels a little linear (when he raises his hand in the air), especially in the head it looks like its only rotating on one axis, I would add a break down half way through and rotate his head down and back toward screen right, also I would dip the character a little lower during this move as well
11-20-2007, 06:33 PM
Nice man, you give some great critiques and suggestions. I'll be sure to work on that once I get home from work.
12-02-2007, 07:35 AM
Well I havnít gotten much work done lately but Iíve managed to get this current animation up to a level where I can present it for critiques. Iíve noticed itís alot easier to animate with stronger rigs. I should really improve my rigging skills. Itís something Iím gonna look into.
But anyways, new WIP video, always open to critiques and comments.
If link doesn't work go here: http://reecekelly.com/wip/
Note: Thanks to Dan Neufeldt and Kiel Figgins for the model and rig.
12-04-2007, 12:06 AM
Ah good old ninja action.
First I would say the run is missing some fundamentals. I know what youre going for in the run, I've done it myself, where the legs are pumping and he's leaning forward. But its important to stretch that leg out in front of him(or at least make sure the foot goes past the knee vertically) or it doesnt look natural. In that siruation he would actually fall flat on his face. I've had multiple discussions with my art director on this since I did the exact same thing.
And the first jump seems a little light. I would really stretch that leg out when he jumps, stretch out the rest of his body in the leap as well.
Other stuff looks really good. I dig it.
12-04-2007, 12:09 AM
ah double post. oops
12-04-2007, 01:44 PM
I actually did a very similar animation to this a couple of years ago, have you seen this?? Its on my website. The main notes I have are pretty much what Rogun said, work on the run and jump and get more of a feeling of weight.
12-05-2007, 04:12 AM
Woot, another update! Well I fixed the run and attempted to add some more weight to the first jump (I'm still not sure about it), added some new animation to it, and gave it an environment! Yay!
Anyways, here's the link:
Always great to hear from you guys. Thanks alot for the input!
12-06-2007, 06:11 PM
His feet are sliding quite a bit on the run, when his foot plants on the ground you want it to stay in the same spot, yours start sliding forward, I think this is because you probably animated the master control for the run? You don't want to key this for you run otherwise the feet will slide like they are now. Keep up the good work!
12-07-2007, 07:39 AM
Hey, thanks for the tips. Do you think the sliding looks worse on the first run sequence or the second? If I can make it look better I'll try but if I can't Ill just animate him and not the controller.
12-07-2007, 01:59 PM
it looks worse on the first run, and I would just reanimate the run without keying the master control and not try counter animating
12-07-2007, 01:59 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.